/* eslint-disable  */
/**
 * https://github.com/spite/THREE.MeshLine
 * 修改备注：增加uv动画功能
 */

import * as THREE from 'three'
class MeshLine extends THREE.BufferGeometry {
  constructor()
  {
    super();
    this.isMeshLine = true;
    this.type = 'MeshLine'

    this.positions = []

    this.previous = []
    this.next = []
    this.side = []
    this.width = []
    this.indices_array = []
    this.uvs = []
    this.counters = []
    this._points = []
    this._geom = null

    this.widthCallback = null

    // Used to raycast
    this.matrixWorld = new THREE.Matrix4()

    Object.defineProperties(this, {
      // this is now a bufferGeometry
      // add getter to support previous api
      geometry: {
        enumerable: true,
        get: function() {
          return this
        },
      },
      geom: {
        enumerable: true,
        get: function() {
          return this._geom
        },
        set: function(value) {
          this.setGeometry(value, this.widthCallback)
        },
      },
      // for declaritive architectures
      // to return the same value that sets the points
      // eg. this.points = points
      // console.log(this.points) -> points
      points: {
        enumerable: true,
        get: function() {
          return this._points
        },
        set: function(value) {
          this.setPoints(value, this.widthCallback)
        },
      },
    })
  }
}

MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
  this.matrixWorld = matrixWorld
}

// setting via a geometry is rather superfluous
// as you're creating a unecessary geometry just to throw away
// but exists to support previous api
MeshLine.prototype.setGeometry = function(g, c) {
  // as the input geometry are mutated we store them
  // for later retreival when necessary (declaritive architectures)
  this._geometry = g;
      this.setPoints(g.getAttribute("position").array, c);
}

MeshLine.prototype.setPoints = function(points, wcb) {
  if (!(points instanceof Float32Array) && !(points instanceof Array)) {
    console.error(
      "ERROR: The BufferArray of points is not instancied correctly."
    );
    return;
  }
  // as the points are mutated we store them
  // for later retreival when necessary (declaritive architectures)
  this._points = points;
  this.widthCallback = wcb;
  this.positions = [];
  this.counters = [];
  if (points.length && points[0] instanceof THREE.Vector3) {
    // could transform Vector3 array into the array used below
    // but this approach will only loop through the array once
    // and is more performant
    for (var j = 0; j < points.length; j++) {
      var p = points[j];
      var c = j / points.length;
      this.positions.push(p.x, p.y, p.z);
      this.positions.push(p.x, p.y, p.z);
      this.counters.push(c);
      this.counters.push(c);
    }
  } else {
    for (var j = 0; j < points.length; j += 3) {
      var c = j / points.length;
      this.positions.push(points[j], points[j + 1], points[j + 2]);
      this.positions.push(points[j], points[j + 1], points[j + 2]);
      this.counters.push(c);
      this.counters.push(c);
    }
  }
  this.process();
}

function MeshLineRaycast(raycaster, intersects) {
  var inverseMatrix = new THREE.Matrix4()
  var ray = new THREE.Ray()
  var sphere = new THREE.Sphere()
  var interRay = new THREE.Vector3()
  var geometry = this.geometry
  // Checking boundingSphere distance to ray

  if (!geometry.boundingSphere) geometry.computeBoundingSphere()
  sphere.copy(geometry.boundingSphere)
  sphere.applyMatrix4(this.matrixWorld)

  if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
    return
  }

  inverseMatrix.copy( this.matrixWorld ).invert();
  ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)

  var vStart = new THREE.Vector3()
  var vEnd = new THREE.Vector3()
  var interSegment = new THREE.Vector3()
  var step = this instanceof THREE.LineSegments ? 2 : 1
  var index = geometry.index
  var attributes = geometry.attributes

  if (index !== null) {
    var indices = index.array
    var positions = attributes.position.array
    var widths = attributes.width.array

    for (var i = 0, l = indices.length - 1; i < l; i += step) {
      var a = indices[i]
      var b = indices[i + 1]

      vStart.fromArray(positions, a * 3)
      vEnd.fromArray(positions, b * 3)
      var width = widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1
      var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
      var precisionSq = precision * precision

      var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)

      if (distSq > precisionSq) continue

      interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation

      var distance = raycaster.ray.origin.distanceTo(interRay)

      if (distance < raycaster.near || distance > raycaster.far) continue

      intersects.push({
        distance: distance,
        // What do we want? intersection point on the ray or on the segment??
        // point: raycaster.ray.at( distance ),
        point: interSegment.clone().applyMatrix4(this.matrixWorld),
        index: i,
        face: null,
        faceIndex: null,
        object: this,
      })
      // make event only fire once
      i = l
    }
  }
}
MeshLine.prototype.raycast = MeshLineRaycast
MeshLine.prototype.compareV3 = function(a, b) {
  var aa = a * 6
  var ab = b * 6
  return (
    this.positions[aa] === this.positions[ab] &&
    this.positions[aa + 1] === this.positions[ab + 1] &&
    this.positions[aa + 2] === this.positions[ab + 2]
  )
}

MeshLine.prototype.copyV3 = function(a) {
  var aa = a * 6
  return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]
}

MeshLine.prototype.process = function() {
  var l = this.positions.length / 6

  this.previous = []
  this.next = []
  this.side = []
  this.width = []
  this.indices_array = []
  this.uvs = []

  var w

  var v
  // initial previous points
  if (this.compareV3(0, l - 1)) {
    v = this.copyV3(l - 2)
  } else {
    v = this.copyV3(0)
  }
  this.previous.push(v[0], v[1], v[2])
  this.previous.push(v[0], v[1], v[2])

  for (var j = 0; j < l; j++) {
    // sides
    this.side.push(1)
    this.side.push(-1)

    // widths
    if (this.widthCallback) w = this.widthCallback(j / (l - 1))
    else w = 1
    this.width.push(w)
    this.width.push(w)

    // uvs
    this.uvs.push(j / (l - 1), 0)
    this.uvs.push(j / (l - 1), 1)

    if (j < l - 1) {
      // points previous to poisitions
      v = this.copyV3(j)
      this.previous.push(v[0], v[1], v[2])
      this.previous.push(v[0], v[1], v[2])

      // indices
      var n = j * 2
      this.indices_array.push(n, n + 1, n + 2)
      this.indices_array.push(n + 2, n + 1, n + 3)
    }
    if (j > 0) {
      // points after poisitions
      v = this.copyV3(j)
      this.next.push(v[0], v[1], v[2])
      this.next.push(v[0], v[1], v[2])
    }
  }

  // last next point
  if (this.compareV3(l - 1, 0)) {
    v = this.copyV3(1)
  } else {
    v = this.copyV3(l - 1)
  }
  this.next.push(v[0], v[1], v[2])
  this.next.push(v[0], v[1], v[2])

  // redefining the attribute seems to prevent range errors
  // if the user sets a differing number of vertices
  if (!this._attributes || this._attributes.position.count !== this.positions.length) {
    this._attributes = {
      position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
      previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
      next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
      side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
      width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
      uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
      index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
      counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
    }
  } else {
    this._attributes.position.copyArray(new Float32Array(this.positions))
    this._attributes.position.needsUpdate = true
    this._attributes.previous.copyArray(new Float32Array(this.previous))
    this._attributes.previous.needsUpdate = true
    this._attributes.next.copyArray(new Float32Array(this.next))
    this._attributes.next.needsUpdate = true
    this._attributes.side.copyArray(new Float32Array(this.side))
    this._attributes.side.needsUpdate = true
    this._attributes.width.copyArray(new Float32Array(this.width))
    this._attributes.width.needsUpdate = true
    this._attributes.uv.copyArray(new Float32Array(this.uvs))
    this._attributes.uv.needsUpdate = true
    this._attributes.index.copyArray(new Uint16Array(this.indices_array))
    this._attributes.index.needsUpdate = true
  }

  this.setAttribute('position', this._attributes.position)
  this.setAttribute('previous', this._attributes.previous)
  this.setAttribute('next', this._attributes.next)
  this.setAttribute('side', this._attributes.side)
  this.setAttribute('width', this._attributes.width)
  this.setAttribute('uv', this._attributes.uv)
  this.setAttribute('counters', this._attributes.counters)

  this.setIndex(this._attributes.index)

  this.computeBoundingSphere()
  this.computeBoundingBox()

  this._geometry.attributes = this.attributes
  this._geometry.index = this.index
  this._geometry.computeBoundingSphere()
  this._geometry.computeBoundingBox()
}

function memcpy(src, srcOffset, dst, dstOffset, length) {
  var i

  src = src.subarray || src.slice ? src : src.buffer
  dst = dst.subarray || dst.slice ? dst : dst.buffer

  src = srcOffset
    ? src.subarray
      ? src.subarray(srcOffset, length && srcOffset + length)
      : src.slice(srcOffset, length && srcOffset + length)
    : src

  if (dst.set) {
    dst.set(src, dstOffset)
  } else {
    for (i = 0; i < src.length; i++) {
      dst[i + dstOffset] = src[i]
    }
  }

  return dst
}

/**
 * Fast method to advance the line by one position.  The oldest position is removed.
 * @param position
 */
MeshLine.prototype.advance = function(position) {
  var positions = this._attributes.position.array
  var previous = this._attributes.previous.array
  var next = this._attributes.next.array
  var l = positions.length

  // PREVIOUS
  memcpy(positions, 0, previous, 0, l)

  // POSITIONS
  memcpy(positions, 6, positions, 0, l - 6)

  positions[l - 6] = position.x
  positions[l - 5] = position.y
  positions[l - 4] = position.z
  positions[l - 3] = position.x
  positions[l - 2] = position.y
  positions[l - 1] = position.z

  // NEXT
  memcpy(positions, 6, next, 0, l - 6)

  next[l - 6] = position.x
  next[l - 5] = position.y
  next[l - 4] = position.z
  next[l - 3] = position.x
  next[l - 2] = position.y
  next[l - 1] = position.z

  this._attributes.position.needsUpdate = true
  this._attributes.previous.needsUpdate = true
  this._attributes.next.needsUpdate = true
}

THREE.ShaderChunk.meshline_vert = [
    '',
    THREE.ShaderChunk.logdepthbuf_pars_vertex,
    THREE.ShaderChunk.fog_pars_vertex,
    '',
    'attribute vec3 previous;',
    'attribute vec3 next;',
    'attribute float side;',
    'attribute float width;',
    'attribute float counters;',
    '',
    'uniform vec2 resolution;',
    'uniform float lineWidth;',
    'uniform vec3 color;',
    'uniform float opacity;',
    'uniform float near;',
    'uniform float far;',
    'uniform float sizeAttenuation;',
    'uniform vec2 offset;',
    '',
    'varying vec2 vUV;',
    'varying vec4 vColor;',
    'varying float vCounters;',
    '',
    'vec2 fix( vec4 i, float aspect ) {',
    '',
    '    vec2 res = i.xy / i.w;',
    '    res.x *= aspect;',
    '	 vCounters = counters;',
    '    return res;',
    '',
    '}',
    '',
    'void main() {',
    '',
    '    float aspect = resolution.x / resolution.y;',
    '    float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
    '',
    '    vColor = vec4( color, opacity );',
    '    vUV = uv + offset;',
    '',
    '    mat4 m = projectionMatrix * modelViewMatrix;',
    '    vec4 finalPosition = m * vec4( position, 1.0 );',
    '    vec4 prevPos = m * vec4( previous, 1.0 );',
    '    vec4 nextPos = m * vec4( next, 1.0 );',
    '',
    '    vec2 currentP = fix( finalPosition, aspect );',
    '    vec2 prevP = fix( prevPos, aspect );',
    '    vec2 nextP = fix( nextPos, aspect );',
    '',
    '    float pixelWidth = finalPosition.w * pixelWidthRatio;',
    '    float w = 1.8 * pixelWidth * lineWidth * width;',
    '',
    '    if( sizeAttenuation == 1. ) {',
    '        w = 1.8 * lineWidth * width;',
    '    }',
    '',
    '    vec2 dir;',
    '    if( nextP == currentP ) dir = normalize( currentP - prevP );',
    '    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
    '    else {',
    '        vec2 dir1 = normalize( currentP - prevP );',
    '        vec2 dir2 = normalize( nextP - currentP );',
    '        dir = normalize( dir1 + dir2 );',
    '',
    '        vec2 perp = vec2( -dir1.y, dir1.x );',
    '        vec2 miter = vec2( -dir.y, dir.x );',
    '        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
    '',
    '    }',
    '',
    '    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
    '    vec2 normal = vec2( -dir.y, dir.x );',
    '    normal.x /= aspect;',
    '    normal *= .5 * w;',
    '',
    '    vec4 offset = vec4( normal * side, 0.0, 1.0 );',
    '    finalPosition.xy += offset.xy;',
    '',
    '    gl_Position = finalPosition;',
    '',
    THREE.ShaderChunk.logdepthbuf_vertex,
    THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
    THREE.ShaderChunk.fog_vertex,
    '}',
].join('\r\n')

THREE.ShaderChunk.meshline_frag = [
    '',
    THREE.ShaderChunk.fog_pars_fragment,
    THREE.ShaderChunk.logdepthbuf_pars_fragment,
    '',
    'uniform sampler2D map;',
    'uniform sampler2D alphaMap;',
    'uniform float useMap;',
    'uniform float useAlphaMap;',
    'uniform float useDash;',
    'uniform float dashArray;',
    'uniform float dashOffset;',
    'uniform float dashRatio;',
    'uniform float visibility;',
    'uniform float alphaTest;',
    'uniform vec2 repeat;',
    '',
    'varying vec2 vUV;',
    'varying vec4 vColor;',
    'varying float vCounters;',
    '',
    'void main() {',
    '',
    THREE.ShaderChunk.logdepthbuf_fragment,
    '',
    '    vec4 c = vColor;',
    '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
    '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
    '    if( c.a < alphaTest ) discard;',
    '    if( useDash == 1. ){',
    '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
    '    }',
    '    gl_FragColor = c;',
    '    gl_FragColor.a *= step(vCounters, visibility);',
    '',
    THREE.ShaderChunk.fog_fragment,
    '}',
].join('\r\n')

class MeshLineMaterial extends THREE.ShaderMaterial {
  constructor(parameters)
  {
    super({
      uniforms: Object.assign({}, THREE.UniformsLib.fog, {
        lineWidth: { value: 1 },
        map: { value: null },
        useMap: { value: 0 },
        alphaMap: { value: null },
        useAlphaMap: { value: 0 },
        color: { value: new THREE.Color(0xffffff) },
        opacity: { value: 1 },
        resolution: { value: new THREE.Vector2(1, 1) },
        sizeAttenuation: { value: 1 },
        dashArray: { value: 0 },
        dashOffset: { value: 0 },
        dashRatio: { value: 0.5 },
        useDash: { value: 0 },
        visibility: { value: 1 },
        alphaTest: { value: 0 },
        repeat: { value: new THREE.Vector2(1, 1) },
        offset: { value: new THREE.Vector2(1, 1) },
      }),

      vertexShader: THREE.ShaderChunk.meshline_vert,

      fragmentShader: THREE.ShaderChunk.meshline_frag,
    });
    this.isMeshLineMaterial = true
    this.type = 'MeshLineMaterial'

    Object.defineProperties(this, {
      lineWidth: {
        enumerable: true,
        get: function() {
          return this.uniforms.lineWidth.value
        },
        set: function(value) {
          this.uniforms.lineWidth.value = value
        },
      },
      map: {
        enumerable: true,
        get: function() {
          return this.uniforms.map.value
        },
        set: function(value) {
          this.uniforms.map.value = value
        },
      },
      useMap: {
        enumerable: true,
        get: function() {
          return this.uniforms.useMap.value
        },
        set: function(value) {
          this.uniforms.useMap.value = value
        },
      },
      alphaMap: {
        enumerable: true,
        get: function() {
          return this.uniforms.alphaMap.value
        },
        set: function(value) {
          this.uniforms.alphaMap.value = value
        },
      },
      useAlphaMap: {
        enumerable: true,
        get: function() {
          return this.uniforms.useAlphaMap.value
        },
        set: function(value) {
          this.uniforms.useAlphaMap.value = value
        },
      },
      color: {
        enumerable: true,
        get: function() {
          return this.uniforms.color.value
        },
        set: function(value) {
          this.uniforms.color.value = value
        },
      },
      opacity: {
        enumerable: true,
        get: function() {
          return this.uniforms.opacity.value
        },
        set: function(value) {
          this.uniforms.opacity.value = value
        },
      },
      resolution: {
        enumerable: true,
        get: function() {
          return this.uniforms.resolution.value
        },
        set: function(value) {
          this.uniforms.resolution.value.copy(value)
        },
      },
      sizeAttenuation: {
        enumerable: true,
        get: function() {
          return this.uniforms.sizeAttenuation.value
        },
        set: function(value) {
          this.uniforms.sizeAttenuation.value = value
        },
      },
      dashArray: {
        enumerable: true,
        get: function() {
          return this.uniforms.dashArray.value
        },
        set: function(value) {
          this.uniforms.dashArray.value = value
          this.useDash = value !== 0 ? 1 : 0
        },
      },
      dashOffset: {
        enumerable: true,
        get: function() {
          return this.uniforms.dashOffset.value
        },
        set: function(value) {
          this.uniforms.dashOffset.value = value
        },
      },
      dashRatio: {
        enumerable: true,
        get: function() {
          return this.uniforms.dashRatio.value
        },
        set: function(value) {
          this.uniforms.dashRatio.value = value
        },
      },
      useDash: {
        enumerable: true,
        get: function() {
          return this.uniforms.useDash.value
        },
        set: function(value) {
          this.uniforms.useDash.value = value
        },
      },
      visibility: {
        enumerable: true,
        get: function() {
          return this.uniforms.visibility.value
        },
        set: function(value) {
          this.uniforms.visibility.value = value
        },
      },
      alphaTest: {
        enumerable: true,
        get: function() {
          return this.uniforms.alphaTest.value
        },
        set: function(value) {
          this.uniforms.alphaTest.value = value
        },
      },
      repeat: {
        enumerable: true,
        get: function() {
          return this.uniforms.repeat.value
        },
        set: function(value) {
          this.uniforms.repeat.value.copy(value)
        },
      },
      offset: {
        enumerable: true,
        get: function() {
          return this.uniforms.offset.value
        },
        set: function(value) {
          this.uniforms.offset.value.copy(value)
        },
      },
    })

    this.setValues(parameters)
  }
}

MeshLineMaterial.prototype.copy = function(source) {
  THREE.ShaderMaterial.prototype.copy.call(this, source)

  this.lineWidth = source.lineWidth
  this.map = source.map
  this.useMap = source.useMap
  this.alphaMap = source.alphaMap
  this.useAlphaMap = source.useAlphaMap
  this.color.copy(source.color)
  this.opacity = source.opacity
  this.resolution.copy(source.resolution)
  this.sizeAttenuation = source.sizeAttenuation
  this.dashArray.copy(source.dashArray)
  this.dashOffset.copy(source.dashOffset)
  this.dashRatio.copy(source.dashRatio)
  this.useDash = source.useDash
  this.visibility = source.visibility
  this.alphaTest = source.alphaTest
  this.repeat.copy(source.repeat)

  return this
}

export { MeshLine, MeshLineMaterial }
